Pro scene is subjective to whats actually around, crpgs pro scene would be the tournament settings with the best clans because there wasnt anything else, i guess its not technically pro because you couldnt do it as a profession, but i assumed you would understand the point. And crpg has had some good players over the years so i thought it a fair estimate. Besides, how far do you have to go to find decent players? If you cant find them in an entire module of thousands of players i guess decent players i guess the argument doesnt matter because there are none to fill the position for ur assumptions.
And simultaneous attacks have to be very well timed in ored for the blocker to not be able to block both, which can be tricky when footwork can throw off timings.
Blocking a chamber isnt difficult, however going for a held attack expecting the opponent do defend but instead he swings as a chamber attempt is very hard to react to.
Yes, sometimes things play out differently than they look on paper. You could technically block forever, however that isnt reality. But that doesnt matter to you because muh objective gameplay.
cRPG had no pro scene, even talking about it is cringey. If you want a "subjective" pro scene, you have to look at Native, where there was actually some competitiveness and you needed skill to get in the best clans. cRPG actually had surprisingly few great players, you can almost count on one hand the people who could've competitively dueled some of the better Native duelists. But that kind of makes sense, because cRPG was always about casually grinding up your character, whereas on Native you had tons of people who did nothing but duel and play scrims. And in Warband, I for one thought casual stuff was more fun, in large part actually because of the lack of 1vX mechanics. Too low of a skill ceiling, no payoff. More fun to pubstomp.
And no, the timing does not have to be very good. You might be able to block two attacks in a row once, but it's not happening again, and it achieves nothing to do it once by lucky timing, you're just delaying your death for a second, it needs to be something that can be done consistently for you to have a chance. Except even that's not really enough, because you also need to do damage to your enemies, not only block.
Again, it doesn't even matter if you catch someone off-guard once with your chamber, you're still getting hit by the other player, and now neither of them is ever going to fall for a chamber again in the fight.
It's very easy to "block forever" if you're the 2 in a 2v1 scenario, because like said, the 1 has no realistic options for bypassing anyone's defense. You NEED good feints, and you need to do that over and over again, just to score one kill. But no one is going to let you go through a feint dance when they've got the numerical advantage.
In Mordhau, you regen health and stamina with kills, you can slash through people, you can actually realistically score hits without needing to spend several seconds feinting, you can block multiple different attacks at the same time and in succession, you become unflinchable after a successful parry. These are vital mechanics for a realistic chance at a 1vX against decent opponents. You'll note that there are both defensive and offensive 1vX mechanics, both of which are entirely lacking in Warband. There is NOTHING preventing a spam victory in WB. In Mordhau, you have to be mindful of getting hit and spamming, because the 1 in the 1vX can do full damage to you through your teammate, and he won't be flinched even if you do damage to him. You also have to seriously focus on your defense, because defending attacks from the 1 is only slightly easier than it would be in a 1v1, whereas in Warband it's total child's play, because the only realistic option for bypassing defense is entirely unavailable.
The objective fact of the matter is that in Warband you can only ever damage one person at a time, and block one person at a time, and that sets a hard limit for the skill ceiling in 1vXs, and it becomes very easy to simply spam for win, because there is no punish for it. And in Mordhau, none of that is true. Not to mention the actual probability of landing a hit without feints in each game.